Beispiel #1
0
    void createFormation()
    {
        // if there is no formation and the timer is greater than or equal to 0.5
        if (formation == null && formation2 == null && formation3 == null && timer >= 0.1 && !lifeCount.PCisDestroyed)
        {
            //destroy all bullets
            bulletManager.destroyAllEnemyBullets();

            //add one to the formation number
            if (formationNumber < 13)
            {
                formationNumber += 1;
            }

            //if the formation number limit is exceeded, reset formation number
            if (formationNumber >= 13)
            {
                formationNumber  = 0;
                formationNumber2 = 0;
                formationNumber3 = 0;
            }

            //create a new formation list
            Instantiate(formationList[formationNumber], new Vector3(7.6f, 6.5f, 0f), Quaternion.identity);

            //reset timer
            timer = 0;

            #region instantiate formation 2
            // if there is no formation and the timer is greater than or equal to 0.5 and the first formation number has gone past 5
            if (formationNumber >= 6 && formationNumber < 12)
            {
                //create a new formation list
                Instantiate(formationList2[formationNumber2], new Vector3(7f, 6.5f, 0f), Quaternion.identity);

                //add one to the formation number
                if (formationNumber < 12)
                {
                    formationNumber2 += 1;
                }
            }
            #endregion instantiate formation 2

            #region instantiate formation 3
            // if there is no formation and the timer is greater than or equal to 0.5 and the first formation number has gone past 5
            if (formationNumber >= 3 && formationNumber < 12)
            {
                //create a new formation list
                Instantiate(formationList3[formationNumber3], new Vector3(7.3f, 6.5f, 0f), Quaternion.identity);

                //add one to the formation number
                if (formationNumber < 12)
                {
                    formationNumber3 += 1;
                }
            }
            #endregion instantiate formation 3
        }
    }
Beispiel #2
0
    void createAnotherButterfly()
    {
        #region start the countdown until the PC is respawned
        //start countdown until a new PCButterfly is made set health to 1000
        if (timeTilRespawnActive)
        {
            //set the new butterflies health to 1000
            scoreHealthLivesCounter.alterHealth(1000);

            //countdown
            timeTilRespawn = (timeTilRespawn - (1 * Time.deltaTime));

            #region when timer runs out, recreate a PC

            //when timer runs out, create a new PC and create a new text
            if (timeTilRespawn <= 0)
            {
                //remove all bullets
                bulletManager.destroyAllEnemyBullets();

                //timer set back to one
                timeTilRespawn = 1;

                //timer is no longer counting down
                timeTilRespawnActive = false;

                //lower life count in this script
                lives = lives - 1;

                //instantiate a new gameObejct prefab
                GameObject PC;
                PC = Instantiate(newButterfly, startPoint, Quaternion.identity) as GameObject;

                //now that the butterflyPC has come back, it's time to re-initialize it
                butterflyPC = GameObject.FindWithTag("Player");

                #region set PCisDestroyed back to false if there is a butterflyPC

                //if there is a butterflyPC
                if (butterflyPC)
                {
                    //set PCisDestroyed back to false so that reduceLife can be called the next time the PC disappears
                    PCisDestroyed = false;
                }
                #endregion
            }
            #endregion
        }
        #endregion
    }
Beispiel #3
0
    // Update is called once per frame
    void Update()
    {
        entrance();

        //when Atlas is out of health
        if (enemyHeatlh.health <= 0)
        {
            //clear bullets
            bulletManager.destroyAllEnemyBullets();

            //disable movement and death
            enemyHeatlh.enabled  = false;
            spawnEnemy.enabled   = false;
            atlasBullets.enabled = false;

            //disable soundtrack
            musicPlayer.audioSource.mute = true;

            //increase timeBetweenBurst value
            timeBetweenBurst += 1 * Time.deltaTime;

            //reduce timeUntilBustsStop
            timeUntilBurstsStop -= 1 * Time.deltaTime;

            if (timeUntilBurstsStop <= 3f)
            {
                timeToBurst = 0.125f;
            }

            if (timeUntilBurstsStop <= 1.5f)
            {
                timeToBurst = 0.0625f;
            }

            //if the time between bursts has reached half a second
            if (timeBetweenBurst >= timeToBurst && timeUntilBurstsStop > 0)
            {
                //create particles
                Instantiate(particles, transform.position + new Vector3(Random.Range(-2, 2), Random.Range(-2, 2), 0), Quaternion.identity);

                //play sound
                AudioSource.PlayClipAtPoint(poof, transform.position);

                timeBetweenBurst = 0;
            }

            //if its time for the bursts to stop
            if (timeUntilBurstsStop <= 0)
            {
                //enable the disabled scripts
                spawnEnemy.enabled = true;

                //play sound
                AudioSource.PlayClipAtPoint(finalPoof, transform.position);

                //music player is enabled
                musicPlayer.audioSource.mute = false;

                //send points to scoreCounter
                myScoreCounter.increaseScore(scoreValue);

                if (spawnEnemy.enabled && !musicPlayer.audioSource.mute)
                {
                    //destroy
                    Destroy(transform.gameObject);
                }

                print("spawn enemy is " + spawnEnemy.enabled);
            }
        }
    }